Math
500 - 10% = 50 = 450
450 + 10% = 45 = 445
450+11%(49) = 499
450+12%(54)= 504
Again Fix shaman healing… i have 3 healers same ilvl, their emergancy heals is 23k…(Don’t get me started on how pathetic mana usage is on a class that’s never suppose to run out - with shields galore that’s SUPPOSE to regen it, making the talents themselves 10000% useless).
When tanks have 500k… that isn’t even 10% of their health bar… when it’s constantly getting damaged, on our most expensive heal… it’s a lose lose situation STILL. Because of bad math by the developer team.
The constant nerf’s and level shrinkage ‘i think i fixed it’ doesn’t mean it’s fixed, in the above scenario it means you should of at LEAST buffed it 11.2% to reset the NERFS you gave it prior to… (Not counting stat squish for new expansions)
When I claimed they needed 150% healing boost, it would be at LEAST 20-25% healing on each of the resto shaman healing skills… which would finally put them on par with druids/preserv/mistwalkers/holy priests
(15% - almost there - Healing Tide Totem got a 100% buff! So looks like someone listened)
People seem to think this number is a lot, it’s not really when you take the total value of ‘r-shaman healing’ double it, and add half the original value you get on par with other classes…
Please stop giving me the lame bs ‘but shaman has utility’ Here is the skill breakdown and MASHUP between BOTH r-druid, and r-shaman
Druid has
Mass entangle(Earthgrab totem ),
Typhoon(we will put Tremor Totem as it is situational anyway - and typhoon has more options for use),
Cat form = Wolf Form - The defense granted by ghost wolf is barely marketable when just shifting into cat form breaks snares, with only a GCD CD. Because it takes time to ‘build up’ medicore defense in wolf form(4seconds) - this wait time for (talented)defenses SHOULD be reduced as casting anything breaks it and it only provides 20% . Having druids being able to shift out of ‘snares’ unhexable/polymorphed, if you want shamans being able to take the hit… would be better to put the talent as an instant defense.
Barkskin = Astral Shift
Iron Bark = Earth Shield
Wild Charge(15second cd) = Gust of Wind(30second) This allows catform to move faster then wolf indoors and over long distances are actually measured to be about equal, with cat form pulling ahead in short distance travel, ghost wolf can not compete with travel form.
skullbash(windshear),
incap roar(stun totem)
Cyclone (hex- npc specific) their’s is unbreakable from damage.
Stampeding Roar = Wind Totem
Tranq = Healing Tide
Incarn = Ascension
Druid has an ‘echo’ ability: That allows their most expensive heal to be applied to 2 targets at the same time, the applier uses next to zero mana, allowing them to effectively cast lifebloom on 2 targets then regrowth on a 3rd to apply it to 3 targets at a time, not to mention talents that allow wild growth to apply skills to other targets after cast (40% of the time) - (talent echo for shamans - 2 targets riptide - 2 totems)
Efflorence = Rain (If spec’d acid is like sunfire)
Innervate = Water Shild/Mana Tide (free casts are stronger then regen by default because they aren’t limited - Mana tide gives 1 spell worth of mana, and shield… takes at least 20seconds to get 1 spell worth of Mana back thanks to MP5)
Wild Growth = Spirit Link (Yes, in M+ situations I compare them similiar because it actually requires coordination to use properly. When it comes to raids(which then it would be compared with a ‘unbuffed’ tranq - again limitations vs non ontop of measured radius) for ‘max benefits’ and in m+ it hits 5 targets, and has a longer cooldown in comparison, the benefits of wild growth is that targets don’t need to be stacked for it to work, ontop of adding procs to other skills. Comparing of 'redistrubuting active health(NOT HEALING) vs healing total health - with the procs and control of the skills below make it pretty much unpar with it’s strength… given more options/control of CV and AS, with WG the Druid kit of ‘overlooked extras’ actually outperforms the SL skill.
You can also add Convoke, and Adaptive Swarm comparisons to Spirit Link situation wise - in which such that skill would actually be used in various content and all of those have a shorter CD and are stronger together then SL the benefits of the control outweigh the single use for Spirit Link with it’s huge CD
ALL the same skills - druid and shaman are almost identically the same class, their kits are next to the same in essence, but shamans are reactive heals and druids are proactive/predictive…
There is next to zero reason why the developer of Resto Druids can’t take over the developement of Resto Shamans (instead of passing it onto the ‘rogue’ developer, which was done in the past…) As the only real difference between them is proactive/reactive healing.
Ya’ll know what it’s like to go into a dungeon/raid and heal someone and not see their healthbar budge at all? Because the auto-attack damage done is more then what lands? It sucks, it means zero recovery at all. Shamans make disc priest out of combat healing look like winning the lottery. Sorry but this crap is completely fustrating. Newayz hope you guys learned a little something, about the kits and the REAL differences between the two classes…